This document provides an academic curriculum vitae for Christopher Stapleton, outlining his extensive educational and professional experience in experiential media design and innovation over several decades. It details his educational background in design from New York University, as well as his employment history including many leadership roles in experience design, production, research, and innovation projects for organizations in entertainment, education, and technology. Stapleton has received several awards and honors for his work in experience design and is involved in numerous professional affiliations.
1. CHRISTOPHER STAPLETON
Academic Curriculum Vitae for Experiential Media Design & Innovation
EDUCATIONAL HISTORY
New York University, Tisch School of the Arts, Design Department New York, NY
MFA, Design for Film, June 1984
BFA, Design for Theater, June 1983
EMPLOYMENT HISTORY
Co-Founder & Chief Innovation Officer, Virtual World Society Labs Seattle WA
President (Social Entrepreneur), Simiosys, Real World Lab (Since 2006) Geneva, FL
Current Project Roles with Simiosys (Collaborator/Client):
• Creative Producer, MONSTER!, Legend Cultural Development 2016- Beijing China
• Creative Venture Catalyst, Virtual Learning Landscape, HaFaLa 2016- Shanghai, China
• Research Director, StoryTroves, Educational Entertainment Product 2014- Orlando, FL
• Co-Principal Investigator, Virtual Reality for Aphasia, Space Florida 2014- Orlando, FL
• Co-Principal Investigator, Aphasia House, Story Therapy UCF 2013- Orlando, FL
• Co-Principal Investigator, RICHES Virtual History Archives 2015- Orlando, FL
• Co-Principal Investigator, InterPlay Learning Strategy, School of Education 2009- Orlando, FL
Past Project Roles with Simiosys (Collaborator/Client):
• Creative Head, Meraas Leisure and Entertainment, 2015-2016 Dubai, UAE
• Innovation Broker, Canon USA 2013-2014 Melville, NY
• Creative Director, Forrec Ltd/ The Wanda Group 2013 Beijing, China
• Design Manager, Comcast/NBC Universal Studios 2012 Orlando, FL
• Virtual Classroom Producer, Haberman Educational Foundation 2015- Houston, TX
• Business Advisor, Balanced Business Advisors, 2012- New York, NY
• Concept Developer, Walt Disney Imagineering 2012 Glendale, CA
• Experience Design Director, Universal Creative 2011 Orlando, FL
• Experience Design Director, Resorts World Sentosa 2011 Singapore
• Co-Principal Investigator, MOSI/NASA Informal Education 2009-2012 Tampa, FL
• Co-Principal Investigator, SimVentions/DoD, Navy, 2010 Fredericksburg
• President/Founder, Geneva Rural Heritage Center 2007-2010 Geneva, FL
• Design Director, Creative Entech 2009 Orlando, FL
• Concept Designer, Creative Entech/Universal Dubai 2008 Dubai, UAE
• Research Director, US Dept. Ed. Small Business Innovation Research 2006 Orlando, FL
Visiting Professor, Technical University of Munich (TUM) 2007 Munich, Germany
• Creative Venture Catalyst, Computer Aided Medical Procedure (CAMP) Lab
Faculty & Research Director, University of Central Florida (1999-2008) Orlando, FL
• Founding Research Director, Media Convergence Lab (MCL) 2000-2006
• Entertainment Research Director, Institute for Simulation and Training (IST) 1999-2006
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2. • Founding Faculty Member, School of Film and Digital Media 2001-2008
• Visiting Professor, Digital Media Program 2000-2001
• Industry Research Partner, Institute for Simulation and Training (IST) 1992-1999
Creative Producer, Universal Studios Islands of Adventure (1995-1999) Orlando, FL
• Dudley Do-Right, Toon Lagoon, Aqua-Coaster
• Bluto’s Bilge-Rat Barges, Toon Lagoon,
• Popeye’s The Olive, Toon Lagoon, multi-story playground
• Cartoon Amphitheater, Marvel/Toon Lagoon, multi-purpose theater
Senior Art Director, Nickelodeon Studios, Recreation (1994-1995) Orlando, FL
Spat City, Great America, Paramount Parks Santa Clara CA
Spat City, Kings Islands, Paramount Parks Cincinnati, OH
Spat City, Kings Dominion, Paramount Parks Richmond, VA
GameLab, Universal Studios backlot tour Orlando, FL
Design Director, JRA Jack Rouse Associates (1993-1994) Cincinnati, OH
Heartsong, Special Effects Theater, Dollywood Pigeon Forge TN
Tanker Engineering Exhibit, Aquatica Marine Science Museum, Norfolk, VA
Corporate Experiential Marketing Worldwide
Production Designer, Universal Studios Florida (1991-1993) Orlando, FL
• Fright Night, Inaugural Opening, Concept Designs
• Beetlejuice, Monster Musical Review
• Rocky & Bullwinkle, Pop-Up Theater Spectacular
Production Designer, Richard Crane Productions (1991) Gainesville, FL
• I Corsari, 11 minute 12 passenger flume ride, Gardaland Gardaland Italy
Production Designer, Landmark Entertainment (1990-1991) Los Angeles, FL
• Fairyland Tree Top Dinner Theater, Sanrio Puroland Tokyo, Japan
Production Designer, Universal Studios (1988-1990) Studio City, CA
• Alfred Hitchcock, the Art of Making Movies, Interactive Pavilion
• Animal Actors, Training Amphitheater
• Murder She Wrote, Post Production Theaters
Creative Producer, Doswell Productions (1984-1986) New York, NY
• Interactive Computer Graphics, IBM National Accounts Marketing Division Westchester, NY
• SBS Interactive Animation New York, NY
• New York Christmas Show New York, NY
Production Designer, United Scenic Artists (1980-1988) New York, NY
• American Express, Windows on the World Event (1988)
• Art Director, The Movie Show (HBO), Steve McCabe, Production Designer (1987)
• Art Director, The Independents (PBS), Cabot McMillian, Production Designer (1987)
• Production Designer, The Shaman (HBO feature film), Silverline Films (1986)
• Art Director, Swept Away (Diana Ross Rock Video), Leslie Rollins, Production Designer (1986)
• Art Director, Kool-Aid Koolers (Commercial), Media Enterprises, Producer (1986)
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3. • Art Director, Diet Coke (Commercial), Bob-Tex Productions, Producer (1986)
• Production Designer, AT&T Human Resources in the 1990’s, Corporate Communications (1986)
• Art Director, Keeping the Faith (Billy Joel Rock Video), Steven Hendrickson, Prod. Designer (1984)
• Production Designer, Pinky Donut Girls (Rock Video), Pulido Productions (1984)
• Production Designer, Nightfall (short film), Pulido Productions (1983)
• Production Designer, The Open Window (PBS showcase film), Golden Production (1982)
Scenic Designer, United Scenic Artists (1980-1988) New York, NY
• Art Director, Chrysler Car Show, Terri Carricker, Production Designer (1988)
• Scenic Designer, One-Act Play Festival, Manhattan Punchline (1987)
• Scenic Designer, One-Act Play Festival, Manhattan Punchline (1985)
• Concept Designer, Sant’ Andrea, Texas Inst., 3M, Subaru, Royal Dalton, Amex (1985)
• Ass’t to the Scenic Designer, Sleeping Beauty (New York Ballet), David Mitchell, Designer (1984)
• Scenic Designer, S'Wonderful, S'Gershwin (Musical Revue), BHB Productions (1983)
• Scenic Designer, Once is Never Enough (Off-Broadway Comedy), Pan Asian Repertory (1982)
• Scenic Designer, Yellow Fever (Off-Broadway Comedy), Pan Asian Repertory (1981)
• Technical Director: Rochester Summer Theater, Rochester NY (1979)
On & Off Broadway Musicals, Designer, United Scenic Artists (1980-1988) New York, NY
Ass’t to the Scenic Designer, Anything Goes (Broadway), Tony Walton, Designer (1983)
Ass’t to the Scenic Designer, Linda Ronstadt (Cansiones de mi Padre), Tony Walton, Des. (1983)
Ass’t to the Scenic Designer, Biloxi Blues (Broadway), David Mitchell, Designer (1983)
Ass’t to the Scenic Designer, Harrigan & Hart (Broadway), David Mitchell, Designer (1983)
Ass’t to the Scenic Designer, Sleeping Beauty (New York Ballet), David Mitchell, Designer (1983)
Scenic Designer, S'Wonderful, S'Gershwin (Musical Revue), BHB Productions (1983)
AWARDS & HONORS
Best Water Ride in the World for 13 years straight, Amusement Today, Ripsaw Falls, Universal Studios’
Islands of Adventure, from 2001-2014 Orlando, FL
ADDY Advertising Award (Miami Florida), Bug Bus Experiential Marketing, Entech Miami, FL
Small Business Innovation Research, Grant Award, US DoD, NAWC, 2010 Norfolk, VA
Small Business Innovation Research, Grant Award, US DoEd, IES, 2006 Washington, DC
Best Business Plan Award, UCF Business Incubator, 2004 Orlando, FL
First Raft Thrill-ride, Thrillride.com, Bluto’s Bilge-Rat Barges, UIOA 2000 Orlando, FL
Partnership Award, Florida Art Educator Association’s 1998 Orlando, FL
Best Art Direction, New York University Film Festival, 1984 New York, NY
National Scenic Design Award, Wichita University, Undergraduate, 1983 Wichita, KS
Best Art Direction, New York University Film Festival, 1983 New York, NY
Best Picture, Maryland HS Film Festival, 1978 Baltimore, MD
Technical Theater Award, Maryland HS Drama Association, 1978 Baltimore, MD
AFFILIATIONS & OTHER APPOINTMENTS
Vice Chair, Board Member, Virtual World Society, Organizing Committee (2014-Present)
Executive Consultant, Blacksmith Guild of Western Maryland (2014-2015)
Member, Themed Entertainment Association TEA (2006-Current)
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4. Program Co-Chair, Media, Arts, Social science, Humanities & Design Program, ISMAR 2013
Steering Com. Member, IEEE Internat’l Symposium on Mixed & Augmented Reality ISMAR 2008-12
President, The Island and Village of Geneva Rural Heritage Center (2007-2010)
Member, National Center for Simulation (NCS) (2006-2010)
General Co-Chair IEEE Internat’l Symposium on Mixed and Augmented Reality ISMAR (2008-2009)
Outreach Chair IEEE Internat’l Virtual Reality Conference (IEEE-VR) (2005-2006)
Executive Committee, Simulation Interoperable Standards Organization (SISO) (2005)
Basic Object Model (BOM) Standards Com., Simulation Interoperable Standards Organization (2005)
Outreach/SIGKids Com. Chair, ACM Special Interest Group in GRAPHics (SIGGRAPH) 1997-98)
THE EDGE, Emerging Technology Show, Com. Co-Chair, ACM SIGGRAPH 1993-94
Founding President, Orlando ACM-SIGGRAPH Professional Chapter, Central Florida
OTHER SCHOLARLY ACTIVITIES
Research Affiliate, Institute for Simulation & Training, UCF (2008-Present) Orlando, FL
Advisory Board, CUNY Emerging Media Program (2013-2015) New York, NY
Post-Doctorate Mentor: Technical University of Munich (2014-2015) Munich, Germany
Industry Partner, Institute for Simulation & Training, UCF (1992-1999) Orlando, FL
Advisory Board, Full Sail University, Animation Program (1992-93) Winter Park, FL
PUBLICATIONS
Book Chapters
1. Hirumi A., Stapleton, C. et. al. (2016) in print, NERVE, Interplay and design-based reSearcH,
Advancing Experiential Learning and the Design of Virtual Patient Simulation, Educational Technology and
the Learning Sciences, AECT & Springer-Link
2. Stapleton, C. & Hirumi, A. (2014). Designing InterPLAY learning landscapes to evoke emotions,
spark the imagination, and promote creative problem solving. In A. Hirumi (ed). Grounded Designs for
Online and Hybrid Learning: Practical Guidelines for Educators and Instructional Designers (pp. 159-190).
Eugene, WA: International Society for Technology in Education.
3. Hirumi, A. & Stapleton, C. (2011). Applying pedagogy during game development to optimize game-
based learning. In M. Shaughnessy & S. Fulgham (eds). Pedagogical Models: The Discipline of Online
Teaching (pp. 153-181). Hauppauge, NY: Nova Science Publishers, Inc.
General Topic Area Book
Chapters
Journal
Articles
Conference
Papers
Total
Simulation Tech., VR, AR, MR, Standards 2 3 11 16
Experiential & Immersive Media/Interfaces 3 4 12 19
Museum, Learning & Instructional Design 5 2 10 17
Entertainment/Authoring Story, Games & Play 5 5 7 17
Design Research /Experience Modeling 1 3 8 12
Art, Business & Education of Innovation 1 4 8 13
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5. 4. Stapleton, C. & Hirumi, A. (2011). Interplay instructional strategy: Learning by engaging interactive
entertainment conventions. In M. Shaughnessy & S. Fulgham (eds). Pedagogical Models: The Discipline
of Online Teaching (pp. 183-211). Hauppauge, NY: Nova Science Publishers, Inc.
5. Hirumi, A. & Stapleton, C. (2008). Integrating fundamental ID tasks with game development
processes to optimize game-based learning. In C. Miller (ed). Games: Their Purpose and Potential in
Education (pp. 127-160). New York: Springer Publishing.
6. Stapleton, C. B. & Hughes. C. E. (2006) Emerging Technologies of Augmented Reality: Interfaces
& Design, “Making Memories, Science Meets Fiction Creating Compelling Entertainment with
Augmented Reality, IDEA Group Inc. Publishers, 2006.
7. Hughes, C. E. & Stapleton, C. B., (20xx) Emerging Technologies of Augmented Reality: Interfaces
& Design, “The Mixed Reality Software Suite, IDEA Group Inc. Publishers, 2006.
8. Stapleton, C. B., Digital Illusions, “(20xx) Theme Parks as Laboratories,” Digital Illusions:
Entertaining the Future with High Technology, Edited by Clark Dodsworth, Addison-Wesley Press,
1995.
Journal Articles
1. Stapleton, C. B. And J. Rolland, (2010) “Mixing Realities: Scary and Wondrous”,IEEE Computer
Graphics and Applications, 2010.
2. Trowbridge, Scott, Christopher Stapleton, (2009) “Melting the Boundaries Between Fantasy and
Reality”, IEEE Computer Magazine pp. 57-62, July 2009.
3. Stapleton, C. B. And C. E. Hughes, (2007) Believing is Seeing, The Alchemy of the Mind, Machine and
Magic in Cultivating Radical Media Innovations” Computer Graphics and Applications 2007
4. Stapleton, C. B. And C. E. Hughes, (2005) “Mixed Reality in Education, Entertainment and Training,
IEEE Computer Graphics and Applications, November/December 2005.
5. Stapleton, C. B. And C. E. Hughes, (2003) “Interactive Imagination: Tapping the Emotions through
Interactive Story for Compelling Simulations,” Computer Graphics and Applications
6. Stapleton, C. B., C. E. Hughes, J. M. Moshell, P. Micikevicius And M. Altman, (2002) “Applying Mixed
Reality to Entertainment,” IEEE Computer 35 (12), pp. 122-124, December 2002.
Conference Proceedings
1. Stapleton, C. B., Whiteside, J., Mott, D., Vick, J., Davies, J. (2014) “Transforming Lives Through Story
Immersion” Proceedings of ACM MultiMedia Conference, Immersion Workshop, Orlando FL, Oct,
2014
2. Stapleton, C. B., Hirumi, A, Mott, Dana, M. (2013) “Mixing Realities and Disciplines in STEM
Education” Proceedings of HCII Mixed Reality Program, Las Vegas NV, July, 2013
3. Stapleton, C. B., Davies, J., (2011) “Imagination: The Third Reality of the Virtuality Continuum”
Proceedings of ISMAR 2011, Basel Switzerland, October 25-29, 2011
4. Brewer, J.; Kaler, H.; Stapleton, C. B., (2011) “Unforgiving 21st Century Battlespace; Mission
Competencies Mandatory” ASNE Publications, October 2011
5. Dieker, L, Hynes, M., Stapleton, C. B. And Hughes, C. E., (2007) “Virtual Classrooms: STAR
Simulator,” Society of Advanced Learning Technology (SALT), Orlando Florida, January 2007
6. Stapleton, C. B., & Mott, D., (2006) “Making Memories: Linear Versus Interactive Storytelling in
Mixed Reality Space” Proceedings of ISMAR 2006, Santa Barbara, October 2006
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6. 7. Stapleton, C. B., Smith, E. M. & Hughes, C. E., “(20xx) Mixed Reality Creating Future Citizen
Scientists, Reinventing Community Based Science Education with Lifelong Free-Choice Learning with
Mixed Reality” Proceedings of ISMAR 2005, Vienna Austria, October 5-8, 2005
8. Fidopiastis, C. M. , C. B. Stapleton, J.D. Whiteside, C. E. Hughes, S.M. Fiore, G.A. Martin, J.P. Rolland
& E.M. Smith, (2005) “Human Experience Modeler: Context Driven Cognitive Retraining to Facilitate
Transfer of Learning,” Proceedings of IWVR 2005, Los Vegas, August, 2005
9. Charles E. Hughes, Glenn Harrison, Steve Fiore, Elisabet Rutström, Eileen Smith,
Christopher B. Stapleton, (2004) “Cognition in Natural Environments: Using Simulated
Scenarios in Complex Decision-Making” Proceedings of Army Science Conference (ASC)
Orlando December 2004
10. S. Malo, C. B. Stapleton And C. E. Hughes, (2004) “Going beyond Reality: Creating Extreme
Multi-Modal Mixed Reality for Training Simulation,” Proceedings of I/ITSEC 2004, Orlando,
December 6-9, 2004.
11. C. E. Hughes, E. Smith, C. B. Stapleton And D. E. Hughes, (2004) “Augmenting Museum
Experiences with Mixed Reality,” Proceedings of KSCE 2004, St. Thomas, V.I., November 22-24,
2004.
12. C. E. Hughes, C. B. Stapleton, S. N. Pattanaik, E. Smith, And S. Malo, (2004) “MR Sea Creatures –
A Cretaceous Journey in Augmented Virtuality,” Proceedings of ISMAR 2004, Washington, D.C.,
Oct. 31-Nov. 3, 2004.
13. C. E. Hughes, C. B. Stapleton, P. Micikevicius, D. E. Hughes, S. Malo And M. O’connor, (2004)
“Mixed Fantasy: An Integrated System for Delivering MR Experiences,” VR Usability Workshop:
Designing and Evaluating VR Systems, Nottingham, England, January 22-23, 2004.
14. C. B. Stapleton, C. E. Hughes And J. M. Moshell, (2003) “Mixed Fantasy,” Proceedings of ISMAR
2003, Tokyo. October 8-10, 2003.
15. C. E. Hughes, C. B. Stapleton, J. M. Moshell, P. Micikevicius, P. Garrity And P. Dumanoir, “(2002)
Challenges & Opportunities Simulating Future Combat Systems via Mixed Reality,” 23rd Army
Science Conference (ASC 2002), Orlando, FL, December 2-5, 2002.
16. C. B. Stapleton, C. E. Hughes And J. M. Moshell, (2002) “Mixed Reality and the Interactive
Imagination,” First Swedish-American Workshop on Modeling and Simulation, SAWMAS 2002,
Orlando, FL, October 30-31, 2002.
17. C. B. Stapleton, K. Garfield, C. E. Hughes, J. M. Moshell, P. Garrity And P. Dumanoir, (2002) “The
Use of Basic Object Models (BOM) in the Virtual Backlot (VB) Development,” 2002 Fall Simulation
Interoperability Workshop, Orlando, FL, September 8-13, 2002.
18. C. E. Hughes, J. Burnett, J. M. Moshell, C. B. Stapleton And B. Mauer. (2002) “Space-based
Middleware for Loosely-Coupled Distributed Systems,” Proceedings of SPIE, Volume 4862, pp. 70-79;
presented at ITCOM2002: Multimedia Networks and Management Systems, Boston, 29 July-2 August
2002.
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7. OTHER SCHOLARLY ACTIVITIES
Speaker Presentations, Keynotes & Workshops
1. Keynote Speaker, Real World Laboratories, Augmented World Expo 2016, European Union,
Berlin Germany.
2. Keynote Speaker, Stimulating an Innovation Culture, Simulation Interoperability Workshop,
SISO 2016, Orlando, Florida USA
3. Featured Presentation, Fire-Side Chat with Tom Furness, Grandfather of Virtual Reality,
Immersive 2016, Seattle, WA, USA
4. Keynote Speaker, Social Entrepreneur in the Shared Economy, Global Innovation &
Entrepreneur Fair 2016, Chengdu, China
5. Keynote Speaker, Linking Hearts and Minds to Create a Better World, Inaugural Global VR/
AR Summit 2016, Shanghai, China
6. Keynote Speaker, The future of Location Based Virtual Reality, VR Arcade 2016, Silicon
Valley, CA, USA
7. Keynote Speaker, Unlocking Pathways in the Brain/Escaping the Prison of the Mind,
Augmented World Expo 2015, Silicon Valley, California USA
8. Panel Presentation, Storytelling and the Internet of Things (IoT), Augmented World Expo
2015, Silicon Valley, California USA
9. Keynote Speaker, Painting With The Imagination, Aphasia Access LPAA Leadership Summit,
Boston, MA (2015).
10. Guest Speaker, Augmented Reality: Game Changer, Army Research Laboratory (ARL),
Orlando, FL (2015).
11. Keynote Speaker, Immersion, Innovation & Imagination, Association of Computer Machinery
Immersion Media Conference, Orlando, FL (2014).
12. Keynote Speaker, Future Of Experiential Media Marketing, Delight Conference on Brand
Experience, Portland, OR (2014).
General Topic Keynote Paper
Presentation
Panel Total
Simulation Tech., VR, AR, MR, Standards 7 4 7 18
Experiential & Immersive Media/Interfaces 13 10 23 46
Museum, Learning & Instructional Design 16 3 17 36
Entertainment/Authoring Story, Games & Play 15 5 18 38
Design Research /Experience Modeling 17 6 13 36
Art, Business & Education of Innovation 19 4 13 36
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8. 13. Workshop Moderator, Mixed Reality And Story Therapy, American Speech and Hearing
Association (ASHA), Orlando, FL (2014).
14. Panel Speaker, Virtual Reality And Entertainment Games, PAX Prime Game Conference,
Seattle, WA (2014).
15. Panel Speaker, Mixed Reality And Human Performance, Augmented World Expo (AWExpo),
Santa Clara, CA (2014).
16. Panel Speaker, Mission: Leap, Art In Stem Education, Human Computer Interface International
(HCII MR Symposium), Orlando, FL (2013)
17. Panel Speaker, National Science Foundation (Nsf) Workshop, Human Computer Interface &
Informal Science Education (HCI+ISE), Albuquerque, NM (2013)
18. Panel Speaker, Emerging Design Methodologies, Augmented World Expo (AWE), Santa Clara,
CA (2013)
19. Keynote Speaker, Stimulating Innovation With Transdisciplinary Collaboration, Computer
Aided Medical Procedure (CAMP) Laboratory Research showcase, Technical University of Munich
(TUM) Faaker See, Austria (2013)
20. Panel Speaker, Entertainment Making The Creative Leaps For InnovationScience Meets
Fiction Panel (IEEE-VR), Orlando, FL (2013)
21. Keynote Speaker, What Is Kick-Ass Series, Experiential Make-Overs, Computer Human
Interface Forum of Oregon (CHIFOO), Portland, OR (2013)
22. Keynote Speaker, Steam , Art In Stem Research Collaboration Conference (UCF), Orlando, FL
(2013)
23. Speaker, Experiential Make-Overs, Technology Innovation Museum (Tech Museum), San Jose, CA
(2011)
24. Speaker, Imagination: The Third Reality To The Virtuality Continuum, International
Symposium on Mixed and Augmented Reality (ISMAR), Basel, Switzerland (2011)
25. Speaker/Moderator, Experiential Learning With Mixed And Augmented Reality, Museum of
Innovation, Augmented Reality Event, San Jose, CA (2011)
26. Speaker/Workshop, Toys To Tools, Tools To Toys, Interplay Of Story, Play And
Game.Creative Development Workshop, GameTech Conference, Orlando, FL(2011)
27. Speaker, Transforming Lives With Mixed Reality, Augmented Reality Event, San Jose, CA(2010)
28. Speaker/Moderator, Experiential Learning With Mixed And Augmented RealityAugmented
Reality Event, San Jose, CA(2010)
29. Speaker/Workshop, Workshop On Interplay Of Story, Play And Game To Training
GameTech Conference, Orlando, FL(2010)
30. Keynote, Imagination: Melting The Boundaries Between Reality And VirtualityKorea
Computer Human Interface Conference, Seoul Korea (2010)
31. Speaker, Interplay Instructional Theory, The Hardest Work You Will Ever LoveSerious
Game Conference, Orlando, Florida (2010)
32. Speaker, Imagination, The Third RealitY In The Virtuality ContinuumEducation Workshop,
ISMAR, Orlando, Florida (2009)
33. Speaker, Experiential Media Research Merging DisciplinesHITLab, Tasmania University,
Tasmania, Australia (2009)
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9. 34. Speaker, Transforming Lives With The Power Of Mixed Reality Research, Institute for
Creative Technologies, University of Southern California (2008)
35. Keynote Speaker, Immersive 3D Cinema Panel & Extreme Immersion Workshop, Digital
Entertainment Leadership Forum,CyberPort, Hong Kong, China (2008)
36. Speaker, Extreme Simulation, National Modeling and Simulation Conference,
VIP luncheon, International Resort, Orlando, Florida (2008)
37. Presenter, Interplay Instruction Workshop, Interactive Performance Conference, Orlando
Florida (2008)
38. Keynote Speaker, Experiential Entertainment, STC Annual Meeting, University of Central
Florida, Orlando Florida (2008)
39. Speaker, Experiential StoryteLLing, HITLab / Animation Program, University of Washington,
Seattle, Washington (2007)
40. Featured Speaker, Art And Science Of Mixed Reality, RITS University, Kyoto, Japan (2007)
41. Speaker, Mixed Reality Innovation Lecture Series, Laboratory for Computer Aided Medical
Procedures, Technical University of Munich, Munich Germany (2007)
42. Presenter, Star Simulator, Haberman Educational FoundationInnovate 2007, Educational
Innovation Conference, Virginia Common Wealth Department of Education Richmond, Virginia
(2007)
43. Speaker, Virtual Classroom, Star Simulator, Haberman Educational FoundationSociety
for Applied Learning Technology (SALT) annual meeting, International Resort, Orlando Florida
(2007)
44. Moderator/Speaker Interactive Storytelling, Mixed Reality Hollywood Workshop,
InternationalSymposium on Mixed and Augmented Reality (ISMAR), Academy of Science, Santa
Barbara, California (2006)
45. Speaker, Mixed Reality: From Laboratory To Living Room, Human Interface Technology
(HIT) Lab Christchurch, New Zealand (2006)
46. Keynote Speaker, Art And Science Converging For Mixed Reality, International Symposium
on Mixed and Augmented Reality (ISMAR), Academy of Science, Vienna, Austria (2005)
47. Panelist, Augmented Reality Research Panel, International Inter-service Training Simulation
Education Conference: Orlando Florida (2004)
48. Speaker, Extreme Mr: Going Beyond Reality To Create Extreme Mixed Reality, Training
and Education Workshop, International Symposium on Mixed and Augmented Reality (2004).
49. Speaker, Melting The Boundaries Between Reality And Virtuality With Mixed Reality,
Military Operations Research Society, Training Transformation Workshop, MacLean VA (2004)
50. Speaker, Trompe L’oёil: Deception & Illusion, Past, Present And Future, Appleton Museum
of Art, Ocala, FL (2004)
51. Speaker, Through The Looking Glass, The Role Of Technology And Imagination, Seminar
on Technology for Informal Learning Environments (STILE), Flandrau Science Center, Tucson
AZ (2004)
52. Moderator, Peter Kiewit Institute Digital Media Workshop, College of Information Science
and Technology, University of Nebraska, Omaha NB (2004)
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10. 53. Speaker, Mixing Realities In Informal Education, Association of Science and Technology
Centers (ASTC) Roundtable of Information Technology,, Orlando Science Center (2004)
54. Panelist, State Of The Media Industry Roundtable, Money & Media Conference, Universal
Studios, Orlando, Florida (2004)
55. Keynote Speaker, Imagination & Technology, National High School Humanities and Science
(HSHS), Orlando Florida (2003)
56. Speaker, Collision Of Collaboration, Entertainment And Military Training Panel,
International Inter-service Training Simulation Education Conference: Collision of Collaboration,
Entertainment and Military Training Panel, Orlando, Florida (2003)
57. Merging The Real And Virtual: The Art & Science Behind The Curtain, 2003 International
Inter-service Training Simulation Education Conference Orlando, FL (2003)
58. Keynote Speaker, Entertainment And Mixed Reality, Nara Institute for Science and
Technology (NIST), Nara Japan (2003)
59. Paper Presentation, Mixed Reality Learning, Basic Object Model (Bom)Spring
Interoperability Workshop (SIW),Standards, Orlando, FL, April (2003)
60. Keynote Speaker Imagination And Innovation, National Conference on Advanced Research
(NCAR). Orlando, Florida (2002)
61. Panelist, Teaching Project Based Media Curriculum, SIGGRAPH Educator’s Panel, San
Antonio, TX (2002)
62. Keynote Speaker, Toy Scouts: Media Innovation, Young Foresight Conference, Keynote,, New
Castle, England (2002)
63. Panelist Mixed Reality Applied To Education, Spring Interoperability Workshop (SIW),
Orlando, FL, April (2002)
64. Keynote Speaker, Inventing The Future, National Junior Scientist and Humanities Symposium,
Orlando Florida (2001)
65. Speaker, Imagining The Future Of Mixed Reality, International Symposium on Mixed and
Augmented Reality, Yokohama, Japan (2001)
66. Speaker Training The Next Generation, US Defense Science Board Panel, MacLean VA (2001)
67. Moderator/Panelist The Fears, Tears Of Military And Entertainment Collaboration
Entertainment Meets Military Simulation, International SIGGRAPH Conference Panel on
computer graphics and interactive technologies, New Orleans Louisiana (2000)
68. Panelist Future Of Massively, Multi-Player Entertainment, Virtual Systems and Multimedia
(VRMM) Conference, Berkeley CA (2000)
69. Keynote Speaker Experiential Media, Association of Computer Machinery (ACM) Multimedia
(SigMM), Orlando, FL (1999)
70. Keynote Speaker, Experiential Entertainment, Simulation Interoperability Standards
Organization (SISO), Spring Workshop (SIW), Orlando Florida (1999)
RESEARCH ACTIVITIES
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11. RESEARCH PROJECTS
Entertainment, Education, Training, Visualization, Therapy & Rehabilitation
My career is based upon the art of “making memories” for art, entertainment, education, training,
marketing and therapy. My creative design research is focused on the future exploration, experimentation
and innovation of the human imagination, emotions and creativity with social engagement. Real world
research and creative projects consists of Transdisciplinary collaboration between academic, civic and
commercial pioneers in real-time simulation. My art is in the melting the boundaries between reality,
virtuality and the imagination. The result is enhanced social engagement through novel Human
Computer Interfaces showcasing next generation of content conventions.
Simiosys Real World Laboratory, 2006-Present
As a Creative Venture Catalyst at Simiosys, I work with real world clients that seek to define a new
generation of brand experience. My work includes developing creative and research projects managing
the following tasks:
• Define and conceptualize client’s brand experience for content, product or process innovation.
• Create and produce intellectual property portfolios of copyrights, trademarks and inventions.
• Creative Catalyst for brokering innovation initiatives with investors, developers and specialists.
• Conceive creative treatments, production strategies and research grants for future development.
• Developed business plans based upon market research to target innovation diffusion.
• Formed creative production teams to respond to project production needs and limitations.
• Conducted user mock-ups, product prototypes and assessment for validating creative decisions.
Projects include:
Interplay Academy, Advancing Experiential Learning With Story, Play And Game 2016
Collaborating with Nancy Cummings, Elite Athlete and Scholar, we are applying emerging
advancements in experiential learning to use in Virtual Worlds to advancing trans-disciplinary, free-
choice learning of innovation.
Amuseo Collaboratory, Community Of Practice Of Experience Innovation 2016
Collaborating with Michael Carney of NorthStar Productions, we are developing novel approaches for
rapid prototyping with Mixed Reality for use in experiential design community.
Story Troves: Conversational Story Creation For Treatment Of Isolation, Space Florida 2016
Collaborating with Dr. Peggy Wu of SIFT inc. we are transferring novel Aphasia therapy techniques to
addressing isolation with astronauts in Deep Space. Overcoming delayed communication, innovative
approaches to conversational techniques allow for deeper connection across time and space to create
deeper sense of engagement, presence and human connection. Applied products look to aid
marginalized populations suffering from isolation such as with who have disabilities, who are
hospitalized, deployed, incarcerated or overcoming language and cultural barriers.
Aphasia House Story Therapy, Ucf College Of Health Administration 2015
Collaborating with Dr. Janet Whiteside (see letter of recommendation) at the UCF communicative
disorders lab, we have developed an innovative therapy program in “conversational story-creation” that
leverages the entire spectrum of Mixed Reality (MR) to engage group interaction for story immersion.
Early design research in InterPlay strategies provide all new promise in providing a lifetime of
affordable and enjoyable therapeutic and rehabilitation results for community-based activities.
History Troves & The Riches History Database , Ucf College Of Arts & Humanities 2015
In a project called “History Troves,” a collaboration with Dr. Connie Lester at the UCF History
Department, is providing a novel computer human interface called Phydgital InterSpaces to provide
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12. tangible engagement to their Riches digital databases of historical artifacts. This provides enhanced
content to museums while connecting tangible connections local artifacts with the the Internet-of-
Things,.
Interplay Experiential Learning Theory, Ucf College Of Education 2015
Working with co-author, Dr. Atsusi Hirumi (see letter of recommendation) of the UCF Instructional
Design Department, we have created the InterPlay Instructional Strategy that has been applied to
NASA, NSF, DoEd and DoD design research projects. It is currently being applied to the History
Trove projects at the UCF Public History Center to deliver therapy, rehabilitation and informal
education applications across applications leveraging both entertainment and educational value.
Virtual World Society, Hitlab International, Seattle, Wa 2015
Collaborating with Dr. Thomas Furness III (see letter of recommendation) at the University of
Washington’s HITLab, I am consulting on developing innovation strategies in advancing the use of
Virtual Worlds in the home for learning. Virtual World Learning Landscapes are to support cross-
sector collaborations within communities and applied fields to simulate the transfer of technology of
novel computer-human interfaces in virtual worlds. I am also consulting as organizational leadership in
creating an inclusive Virtual World Society of pioneers that will be inspiring the next generation
pioneer of virtual worlds.
Artistic Approaches To Medical Imaging, Johns Hopkins University 2015
Collaborating with Dr. Nassir Navab (see letter of recommendation), at the JHU robotic assisted
surgery and medical imagery lab, I am exploring the next generation of medical imaging. We are
applying the artist process of “painting with the imagination” with multi-modal sensory immersion of
simulated worlds. The intent is to increase the productivity, accuracy and intuitive performance with
complex collaboration with robots. This extends the research mentoring at the Technical University of
Munich where Dr. Navab has a joint appointment and real world laboratory.
Mreal Mixed Reality For Human Performance, Canon USA/Design Interactive 2014
Collaborating with Dr. Kay Stanney (see letter of recommendation) former UCF Professor and her
company Design Interactive, I are served as an Innovation Broker to research and develop the
integration of Mixed Reality prototypes within human performance tools. The investigation led to the
transfer of advanced technology into key, high-value, vertical markets for training, entertainment,
education, therapy, as well as industrial design and visualization. The creative development included
Investigating potential unmet market need and future trends to develop a competitive vision of high-
performance applications. The creative collaboration included recruiting design and production teams
to nurture new Mixed Reality prototypes into novel products for their clients. The terminal goal was
successful in mediating successful product partnerships between Canon Inc and Design Interactive.
The new product based upon the prototype is currently being developed, assessed and applied.
Immersive, Interactive CGI Ride-Films, Wuhan Movie Park, Wuhan China 2013
Collaborating with Forrec Ltd. in Toronto Canada (see letter of recommendation), I served as Creative
Director and Client Representative for the Wanda Group (Beijing) via the Forrec Ltd (Toronto) to
assess, redirect and facilitate the design of two original ride films based upon traditional Chinese
heritage and cultural legends. I mediated the cross-cultural collaborative work of multiple
international Design/Build Vendors to enhance current designs without impacting the schedule and
budget. Researched, designed, modeled, animated the design recommendations for more easy
adoption. Advised on the enhancement and prototyping of novel multimedia illusions to blend virtual
with real content. Developed sightline studies that transcended the physical reality into the virtual
reality to maintain realistic audience viewpoints with computer-generated content. Coordinated and
directed ride layout and vehicle design for integration between real and virtual assets. The Interactive
ride required the integration of character narrative, game mechanics and audience participation.
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13. Directed and reviewed architectural design and material selection and samples. Reviewed and edited
scopes of work, directives and evaluations of deliverables.
Phydgital Interspace, Experiential Make-Overs
Collaborating with Dr. Jim Davies (see letter of recommendation) at the Carlton University’s Science
of the Imagination Laboratory, Developed novel techniques for combining physical objects and virtual
effects for group interaction that is embedded within real world environments or exhibits. This
collaboration of cognitive science and artistic scenic design provides rich social learning environments
that were featured at the National Science Foundation workshop for Human Computer Interfaces in
Informal Education at the Innovation Museum, Silicon Valley.
Innovation Playtank, Urban Rethink Creative Co-Working, Orlando, Fl
Collaborating with Urban ReThink Director, Darren McDaniel, we developed public demonstrations
of innovations that can engage future users within the constructive dialogues between audience,
inventors and designers to inform the final product experience. The process housed within a
“storefront” laboratory developed an informal education experience in the innovation process and
helped demonstrate and practice innovation skills for the 21st Century workforce.
Mission: Leap: Experiential Learning Landscape For Developing Innovation Skills
Collaborating with the Museum of Science and Industry (MOSI), with $1.2 million NASA
sponsorship, we created the Mission:LEAP exhibit, that represented a futuristic off-world colony set in
the year 2060 to inspire the next-generation STEM Space Professional. As a NASA Co-Principal
Investigator, producer and designer, I supervised a full-scale mock-up that was tested to inform the final
design and experiment with emerging trends in family learning, social media, immersion role-playing
and simulation games. The Interplay Instructional strategy was applied and advanced with its own
design research.
Rural Heritage Experience, Geneva Rural Heritage Center
Collaborating with Seminole County School Board, Seminole County Commissioners and the
community of Central Florida, I founded the Geneva Rural Heritage Center celebrating the living
heritage of the Florida Cracker. The experience is bringing new relevance to the self-sustaining spirit
of the rural Florida lifestyle that was responsible for the origin of the American Cowboy.
Water’s Journey, Mixed Reality And Informal STEM Learning
Working with funding from the National Science Foundation, I developed a model of the mixed reality
experiential learning landscape to transfer to other informal STEM education venues. Based upon the
InterPlay learning Strategy, high-end solutions will be more easily transferred to smaller institutions.
Star Classroom Simulator, Virtual Students Training Teachers For The Classroom
Collaborating with Dr. Haberman of the Haberman Educational Foundation, Design prototyping and
testing of novel teacher training simulation led to the product development of a novel simulation
utilizing interactive virtual puppetry to enhance skills, knowledge and attitudes of new teachers in
urban schools.
Chrysler Virtual Showroom: , Mixed Reality Experiential Marketing Venue
Collaborating with Chrysler Marketing Department and leveraging the MGM Experiential Movie
Trailer and the Sea Creatures Mixed Reality Portals, immersive interactive experiences explored the
entertainment value of new car concepts for use in international car shows and Virtual Showrooms.
Media Convergence Laboratory, UCF 2000-2007
Water’s Journey, Mixed Reality And Informal Stem Learning
As the research director, I directed my staff in collaborating with the Ft. Lauderdale Museum of
Discovery and Science, for the $3 million, NSF sponsored Water’s Journey exhibit featuring our
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14. innovations. Mixed Reality simulations were integrated within the natural indoor habitats of the
Museum of Discovery and Science (MODS) at the Ft. Lauderdale, FL. Augmenting natural
environments with simulated phenomenon-based interactions demonstrated the powerful impact
Mixed Reality can have in expanding learning experience and expanding both the entertainment and
educational value. My role transitioned to an Industry Partner transferring innovation to projects
sponsored by NASA and the Department of Education.
Memoryscape: Children’s Diaries Of The Holocaust
Collaborating with the Maitland Holocaust Museum, Eva’s MemoryScape was an experimental
prototype for interactive immersive story-telling that leveraged both theatrical immersion with
cinematic language. It included the digitization of physical artifacts with embedded simulation media.
This was a pioneering example of the beginning of the Internet-of-Things and Spatial Augmented
Reality (SAR). The experience follows the footsteps of Eva, a child victim of the Jewish Holocaust to
examine a Jewish teenager’s life leading up to the Nazi invasion, ghettos and concentration camps.
Correlations were make to relate historical experience to modern life of an American teenager.
Human Experience Modeler: Perceptual Analysis In Cognitive Rehabilitation
Collaborating with Dr. Whiteside of the UCF College of Health Administration, we integrated Mixed
Reality technology, Television production techniques and perceptional computing to develop
procedures for the simulation, capture and analysis of human performance. Pilot testing with
Traumatic Brain Injury (TBI) patient showed promise in the transfer of training using Mixed Reality in
order to reduce clinical rehabilitation and long-term treatment. It was the earliest version of Virtual
Immersion Therapy (VIT) using Mixed Reality. It is now being applied to Aphasia therapy and other
Communicative Disorders.
MR MOUT: Mixed Reality And Military Operations In Urban Terrain
Collaborating with the Army Research Development and Engineering Command (RDEcom), Army
Research Laboratory (ARL), Army Research Institute (ARI), the MR MOUT testbed explored the
simulation, capture and analysis of Dismounted Infantry within Military Operations in Urban Terrain
during the Iraq and Afghanistan Wars. The installation served as a form of research instrumentation
that could assess performance in an multi-model, sensory-immersion testing of high-risk tasks.
Mixed Fantasy: MGM Experiential Movie Trailer
Working with funding from Canon Inc. and the Brand Experience Laboratory, we invented novel
Mixed Reality displays and content to expand the reach of MGM experiential marketing to promote
transmedia marketing in retail venues for family entertainment and the compelling engagement by
sales ambassadors. The invention converged immersive dome projections, surround sound with Mixed
Reality illusions to bring public malls and museum displays alive with video game interaction. Exhibit
evaluation proved to enhance the learning duration, propensity to learn more, increased both the
educational and entertainment value. The experiential movie trailer was demonstrated at ACM
Siggraph conference demonstrating experiences from MGM content brands such as Flipper and
Stargate.
Sea Creatures Experiential Learning Landscape, Orlando Science Center
Working with funding from Canon Inc. and participation of the Orlando Science Center, the
experiential movie trailer was adapted for museum use testing the experience without the wearable MR
HMD devices. The successful testbed led to the winning of larger grants with NSF and NASA for
exhibits in Ft. Lauderdale and Tampa.
Immersive Jukebox For The Blues School, House Of Blues Foundation
Working with the International Blues Foundation’s Blues Schoolhouse, the Immersive Jukebox allowed
young guests and their families to explore different genres of blues music (Vocal, Country, Urban and
Mainstream) and create hybrid genres through dance and visual folk art triggered by different
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15. musician’s roles (Lead, backup, rhythm and melody). The final project was showcased at the ACM
Siggraph Conference SigKids exhibit.
Mixed Reality Game Show: Nickelodeon Studios
Working with Nickelodeon Studio headquarters and funding from Canon Inc. we explored innovative
production pre-visualization of entertainment production while developing the use of Mixed Reality
for Cable Television programming.
Measure Me: Exploring Statistics Exhibit, Orlando Science Center
Working with funding from UCF and MCL, The Orlando Science Center’s Measure Me Exhibit was
augmented with embedded digital media stations to explore the capture and analysis of statistics in
human performance. The experience was to explore critical thinking and assessment with math and
visual analytics. Cognitive studies were conducted to examine the role of student centered learning in
formal and informal learning landscapes. This research lead to the foundation of all the other
educational experiences providing distinct advantages to formal, informal and home learning
environments. The research studied three middle school sample groups across Orange County Public
Schools including over 350 participants visiting classes based upon field-dependent, field independent
and social learning venues such as the Orlando Science Center.
Creative PROJECT & RESEARCH FUNDING
FUNDING SOURCE Position AMOUNT YEAR
Legend Cultural
Development
Creative Producer Project Budget $50,000.00 2016
Meraas Liesure &
Entertainment
Creative Head Project Budget $200,000,000.00 2015-2015
Wanda Group &
Forrec Ltd
Experience Director Project Budget $50,000,000.00 2013-2014
Universal Project Producer Project Budget $150,000,000.00 1995–1999
DoD Principle
Investigator
Research Contracts $2,367,000.00 2000-2006
Canon, Tokyo
Japan
Principle
Investigator
Research Grants $450,000.00 2002-2005
NSF Research Director Research Grants $3,000,000.00 2005-2008
University of
Central Florida
Principle
Investigator
Research Grants $113,000.00 2000-2005
Florida State
Government
Principle
Investigator
Humanities &
Business Grants
$77,000.00 2000-2006
DoEd Project Director Research Contracts $100,000.00 2006
Space Florida Principle Investigator Research Contracts $300,000.00 2016-2017
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16. Space Florida, Story Trove Therapy for Isolation
Principal Investigator, Virtual Worlds For Asynchronous Communication. $300,000
Legend Cultural Development, Heritage Sites, Mainland China
Creative Producer, Concept Design Future Projects 2016 $50,000
Meraas Leisure & Entertainment, City Walk, Dubai UAE
Creative Head, Future Projects 2015-2016 $200,000,000
Wanda Group & Forrec Ltd, Movie Park, Wuhan China
Creative Guest Experience Director, Interactive Ride Simulation 2013 $50,000,000
Universal Studios, Islands of Adventure, Orlando Resorts
Producer, Toon Lagoon, Islands Of Adventure 1995-1999
Guest Experience From Concept To Opening, $150,000,000
Canon, Inc & Canon USA, MREAL Mixed Reality Immersive Media
Innovation Broker, Simiosys/Design Interactive — 2013-2014
Human Performance and Training Research, Canon USA Melville NY $125,000
Principal Investigator, Ucf Institute For Simulation And Training — 2003
Mixed Reality Infotainment, Canon Mixed Reality Labs, Tokyo Japan – $200,000.
Principal Investigator, UCF Institute For Simulation And Training — 2002
MR Entertainment, Canon Mixed Reality Labs, Tokyo, Japan– $199,000
Principal Investigator, Ucf Institute For Simulation And Training — 2002
Mixed Reality Game Show for Nickelodeon Studios, Canon MR Labs – $50,579
NASA Education Principle Investigator Research Contracts $1,200,000.00 2010-2012
Wanda Group, China Creative Director Project Budgets $120,000,000.00 2013
Canon, USA Innovation Broker Design Research
Contracts
$130,000.00 2013-2014
MISC. Creative Venture
Catalyst
Consulting Contracts $400,000.00 2008-2015
All Civic, Academic
and Commercial
Project Grants,
Contracts and
Budgets
Research, Creative
or Management
Responsibility
$14m Average/Year:
$24,000,000.00
Commercial /
$1,001,000 UCF /
$13,536,667.00
Simiosys
$250,050,000.00
$6,007,000.00
$151,830,000.00
$277,837,000.00
Total
1995-2015
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17. NASA Informal Space STEM Education
Co-Principal Investigator, Simiosys Real World Laboratory — 2010
MOSI Museum of Science and Industry, Tampa Florida $1,200,000
National Science Foundation NSF, Informal STEM Education
Research Director, Ucf Ist/Industry Partner, Simiosys Real World Laboratory — 2005
Water’s Journey, Mixed Reality Experiential Learning Landscapes, Museum of Discovery &
Science MODS, $3,000,000
US Department of Defense, Simulation and Training
Co-Principal Investigator, Simiosys/Simventions — 2011
Navy NAVSEA Small Business Innovation Research (SBIR) Grant, Methods for Multi-
Tasking, Simventions/Simiosys $150,000
Co-Principal Investigator, Ucf Institute For Simulation And Training — 2004
Army Research Laboratory, Evaluating Performance with Multi-modal cues in Military
Operations in Urban Terrain– $41,000
Co-Principal Investigator, Ucf Institute For Simulation And Training — 2004
Navy Research Laboratory, Mixed Reality: Anytime, Anywhere, Office of Naval Research
DURIP (Defense University Research Instrumentation Program) – $351,000
Principal Investigator, Ucf Institute For Simulation And Training — 2003
Army PEO-STRICOM, Science Meets Fiction Workshop – $20,000
ADL Advanced Distributed Learning, Science Meets Fiction Workshop – $10,000
Principal Investigator, Ucf Institute For Simulation And Training — 2004
Navy ONR Office of Naval Research, Augmented and Virtual Environment Systems:
Content, Office of Naval Research - $235,734
Co-Principal Investigator, Ucf Institute For Simulation And Training — 2004
Navy ONR Office of Naval Research, Augmented and Virtual Environment Systems:
Battlefield Augmented Reality System, Office of Naval Research - $343,779
Principal Investigator, Ucf Institute For Simulation And Training — 2004
Army RDEcom, MOUT III: The Enhancement of MOUT Training with Mixed Reality and
Theme Park Technology – $271,888
Principal Investigator, Ucf Institute For Simulation And Training — 2003
Army RDEcom, The Enhancement of MOUT Training with Mixed Reality and Theme Park
Technology – $339,988
Principal Investigator, Ucf Institute For Simulation And Training — 2003
Army RDEcom, The Enhancement of MOUT Training with Mixed Reality and Theme Park
Technology – $339,988
Co-Principal Investigator, Ucf Institute For Simulation And Training — 2003
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18. Army STRICOM Populating a MOUT Facility with Spatially Registered Features: The
Virtual Backlot - $116,000
Principal Investigator, Ucf Institute For Simulation And Training — 2002
Army STRICOM, Tracking Systems for Multiplayer Mixed Reality - $75,000
Co-Principal Investigator, Ucf Institute For Simulation And Training — 2004
Army STRICOM, Virtual Object Rendering and Registration for MR MOUT - $96,000
US Department of Education, Teacher Training
Co-Principal Investigator, Simiosys Real World Laboratory — 2006
STAR Classroom Management Simulator, Department of Education, Small Business
Innovation Research (SBIR) Grant - $99,500
University of Central Florida, Experiential Design Research
Principal Investigator, Ucf Institute For Simulation And Training — 2008
SimVroom Commercialization Project, Florida State Commercialization Grant (PIs: J. Miner
(UCF), C. Stapleton/Simiosys) $50,000
Principal Investigator, Ucf Institute For Simulation And Training — 2003
Memoryscape – The Art of Interactive Story Advancing Cross-Domain Simulation, Institute
for Simulation and Training In-House Grant, University of Central Florida (PI: C. Stapleton,
D. Mott) - $15,000
Co-Principal Investigator, Ucf Institute For Simulation And Training — 2003
Improved Tracking for Scientific and Creative Research in Mixed Reality – $27,500
Principal Investigator, Ucf Institute For Simulation And Training — 2000
The Interaction of Cognitive Styles and Learning Environment on Student Performance,
Course Satisfaction, and Attitude Toward Computers. Orlando Science Center, Measure Me
$3,000
Co-Principal Investigator, Ucf Institute For Simulation And Training — 2001
Cultural ByWays, On the Information Highway– $8,000
Co-Principal Investigator, Ucf Institute For Simulation And Training — 2000
EarthEchoes: Reinventing Community through Technology, Story and Culture – $10,000
Co-Principal Investigator, Ucf Institute For Simulation And Training — 2000
Interactive Digital Storytelling Workshop – $10,000
Florida State, Education & Humanities
Project Director, Ucf Institute For Simulation And Training — 2005
The Effects of Virtual Reality Experiences on the Receptive Vocabulary of Young Children
who use Augmentative and Alternative Communication, Florida State Toni Jennings Grant–
$10,000
Principal Investigator, Ucf Institute For Simulation And Training — 2001
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19. Cultural ByWays for the Information Highway, Florida Folklife Program – $17,000
Co-Principal Investigator, Ucf Institute For Simulation And Training — 2000
Measure Me - An Interactive Exhibit, Orlando Science Center $38,557
INSTRUCTIONAL ACTIVITIES
My instructional activities have involved examining experiential learning landscapes leveraging an
integration of all senses, in all dimension, using all realities (real, virtual and imagined) as one world. This
art and science of learning is applied to at all stages of life (life-long), in all aspects of our life (life-wide)
across all disciplines (life-deep). This has involved a deep-dive into partnering with leading pioneers in
K-12 education, Informal Learning, University Research and professional training that apply innovations
in simulation technology, immersive content creation and enhanced cognitive performance.
To integrate these diverse aspects that influence learning, I have incorporated decades of experience in all
forms of entertainment within grounded theories of experiential learning to develop the InterPlay
Learning Strategy and Theory. This approach is an interplay of story structure to stoke passions, game
mechanics to escalate challenges, and free-play practices to stimulate a deep engagement with students
heads, hearts and hands. This is all coupled with grounded theories of experiential learning that have
been co-author with Atsusi “2C” Hirumi, PhD. This approach has been able to transfer beyond
education and training to provide new models of research, therapy, innovative practices and assessment.
We are underway with the planning of an InterPlay Academy that is designed to help researchers and
practitioners to rapidly prototype, test and productize creative leaps in learning tools and venues that
prepare the next generation learner and instructor with the power of virtual worlds.
Below is a table of the applied the instruction engaging the next generation technology, techniques and
talent to understand the impact that potential innovations will have in the future of learning events large
and small.
INSTRUCTIONAL ACTIVITIES # LEARNERS
Instructor of Technical Theater, University of Rochester (1979) (A) 5/3 months
Learning Designer, Universal Studios, Alfred Hitchcock, Art of Making Movies (1988-2002) (B) 50,000,000/12yr
Professional Mentor, Toy Scouts, Nickelodeon Immersive Game Research (1991-1994) (C) 30/3 years
Founder, ORLANDO-SIGGRAPH PROFESSIONAL CHAPTER (1991-1994) (C) 300/3 years
Co-Chair, ACM-SIGGRAPH 1994, The Edge & SIGKids Exhibition (1993-1993) (B) 27,000/1 week
Co-Chair, ACM-SIGGRAPH 1998, SIGKids & Educational Outreach (1997-1998) (B) 26,000/1 week
Parent Teacher, Ascension Pre-School Volunteer (A) 20/9 months
Industry Partner UCF CREATE cross-disciplinary digital media program (1994-1999) (A) 250/5 years
Faculty, UCF Digital Media Program & School of Film & Digital Media (2000-2006) (A) 450/6 years
Training Researcher, DoD Simulation and Training Research Programs (2000-2006) (D) Pre-Student
InterPlay Designer, Virtual Classroom Mgt Game (Now Teach LIVE) (2006-) (C) TBD
Visiting Faculty, Technical University of Munich, CAMP Lab (2007) (A) 30/3 months
Experiential Learning Designer, NSF Water’s Journey experience at MODS (2010-) (B)
4,000,000/5yrs
Experiential Learning Designer, NASA Mission: Moon experience at MOSI (2010-) (B)
3,000,000/3yrs
Coach, Odessey of the Mind (2012-2013) (B) 8/6 months
Professional Mentor, Technical Univeristy of Munich (2014-2015) (C) 1/1 year
Professional Mentor, Johns Hopkins University CAMP Lab (2015) (C) TBD
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20. Story Therapy Instructor, UCF Aphasia House, Communicative Disorders Lab (2015) (C) TBD
Story-based learning, MOSAIC History Program & Public History Center (2015) (B) Pre-Student
(A) Formal Education (B) Informal Education, (C) Professional Development, (D) Instructional
Research
Central to this spectrum of instructional experience is a set of inaugural courses that were designed, tested and
incorporated within the University of Central Florida’s Digital Media program at the School of Visual Arts &
Design at the undergraduate and graduate levels. These courses were also offered by the UCF College of Education
as a supplement to the Instructional design program to support the application of the InterPlay Instructional
Strategy based upon my collaboration with the program’s Chair, Dr. Atsusi “2C” Hirumi.
Course Focus Level Real World Application
Interactive
Entertainment
Individual Weekly Projects that
build up to a comprehensive final
project applying one story brand
across interactive entertainment
venues/markets (games, theme
parks, museums, sports,
playgrounds, etc.
Interdisciplinary
Undergraduate &
Certificate (Art,
Humanities,
Computer Science,
Education)
Students are prepared to
creatively adapt core
archetypal story across
genres and media markets
and translate novel trends
into connecting brand
experiences and meet
industry criteria.
Production:
How to
function in a
Dysfunctional
Industry
Assigned Project Teams
developing community project for
real world application.
Undergraduate
Film & Digital
Media Production
Students employ adaptive
production techniques to
quickly respond to quality,
priority and allocation of
resources with the
compromise of quality, time
or money.
Media
Convergence
for the Internet
Self-forming teams with class
generated novel concepts to
leverage research technology or
applications from media research
lab.
Interdisciplinary
Undergraduate &
Certificate (Art,
Humanities,
Computer Science,
Education)
Students practice innovative
media design approaches to
pushing limits of emerging
technology to discover new
conventions of
communication.
Game Design Transition from individual
projects to 2-3 core concepts for
novel game designs. The design
and implementation of
preproduction documentation for
game design and simulation
production. Class held in actual
game design studio with visiting
experts.
Interdisciplinary
Undergraduate &
Certificate (Art,
Humanities,
Computer Science,
Education)
Students immersed in core
game design production are
able to adapt game design
documentation and creative
collaboration to diverse
industries of simulation and
entertainment.
Transmedia
Storytelling
Creating or adapting a story to
transcend genre, media form
with novel applications of
industry trends and platforms.
Graduate Film and
Digital Media MFA
Students develop above the
line talent skills to initiate
novel approaches to
storytelling across media
forms.
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21. Learning Designer, Instructor, Theorist, Inventor, Mentor, Parent, Paradigm Shifter
My instructional activities reach far beyond the classroom. Whether the learning is in a futuristic lunar
colony I designed for NASA; or face-to-face in the laboratory creating experimental learning interfaces for
families; or mentoring a colleague’s post-doctorate half-way across the world. The most impact that I have
on a student is not in the classroom. My key instructional goal it to provide three 3 key innovation skills
that will make any experience in their lives a transformative learning opportunity. It is rare that that these
skills are taught at sufficient depth because of how difficult they are to teach and measure. However, these
have been determined as critical skills as defined by future employers in the innovation economy.
• Creative Problem Solving provides the workforce with the ability to find unique solutions that have
not been prescribed, but more effectively reach improved results more efficiently.
• Critical Thinking provides the workforce with the ability to observe and examine diverse data and
process in order to reveal new insights and pathways for creative problem solving.
• Interpretive Analysis provides the workforce with an open mind to develop plausible narratives from
disparate date and understand causality from different points of view to discover novel and compelling
solutions to unmet needs that spark new generations of innovation.
• Transdisciplinary Collaboration provides for the spark of innovative stimulus to reach new ground
in theory and practice.
These three learning objectives are haunted with ambiguity and riddled with frustration.
However, ambiguity and frustration have been two powerful learning tools for teaching
innovation that have been compromised with the “ease of use” design paradigm. This severely
impairs an individual’s ability to work through an unfamiliar challenge so to innovate. The key to
instruction is not to make it easy, but make it challenging, yet fun. Or in other words, the hardest
work students will ever love.
This is how the InterPlay instructional strategy provides a way to weave in creativity, imagination
and emotions to advance current experiential learning theories. Here are my Instructional
Activities in higher education in more detail:
Simiosys, Real World Laboratory, Worldwide
Designer, Experiential Learning Landscapes & Academic Advisor, 2007-Present
As the co-developer of the InterPlay Experiential Learning Strategy, I apply and evaluate emerging
opportunities to integrate entertainment heuristics of story, play and game to learning and therapy. My
instructional responsibilities include the following: a) designing experiential learning landscapes for
community learning centers, 2) supervising interns and externs from leading academic institutions, 3)
mentoring graduates, and advising PhD candidates and post-doctorates, 4) advise on educational policy to
transfer 21st Century innovation skills to the next generation workforce, 5) develop field school programs
for experiential media production. I have served as Co-Principal Investigator and Industry Partner on
Media
Convergence
Lab Research
Independent
Study
Partnering Student with research
partner to prototype experimental
portfolio concept within the
research lab and make a creative
leap, collect data and report
lessons learned.
Interdisciplinary
Post Doctorate,
Doctorate,
Graduate,
Undergraduate
Students reach a producer
level skills in preparation for
higher placement in
simulation and
entertainment industry for
production and research.
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22. integrating InterPlay Experiential Learning Strategy to multiple federally funded educational programs
for 1) professional training, 2) informal education and 3) cognitive therapy and rehabilitation that were
sponsored by NASA, National Science Foundation, Department of Education and Defense. I have co-
author book chapters and conference papers on the InterPlay Experiential Learning Strategy with Dr.
Atsusi Hirumi from the UCF College of Education. I spearhead Simiosys educational vision to make
learning the world’s number one pastime through high-tech, educational tourism. I have disseminated
real world insights and theories at keynotes and presentations at conferences and universities in Asia,
Europe and America. I advise educators, young professionals, mid-career executives in the nurturing of
innovation skills of transdisciplinary collaboration, creative problem-solving, interpretive analysis and
critical thinking.
Technical University of Munich (TUM), Germany
Visiting Professor/Mentor, Computer Aided Medical Procedure Lab 2007-Present
As an innovation specialist, I conducted workshops in serious games and simulation training for medical
training in the Computer Science Department. I designed their CAMP Real World Laboratory, in situ
with the Poly-trauma Emergency Operating Room to stimulate innovations in medical imaging and
training simulation. Since 2007, I have served as an Alumni Mentor to advise and guide the growing
department and flow of innovation with instruction in applying creative problem solving to visualization.
University of Central Florida (UCF), Orlando Florida, USA
Research Faculty, School Of Film And Digital Media, Ucf — 2000-2007
As a joint-appointment with the UCF Institute for Simulation and Training, I spearheaded funded
research collaborations with most colleges of the universities including College of Arts & Humanities,
Engineering, Business, Education, Health and Public Affairs. I designed and conducted project-based
classes within state-of-the-art simulation laboratories. Supervised research-based student projects,
independent studies and creative research pioneering of inventions in Virtual and Augmented Reality. I
nurtured the professional development of other professors in a rapidly developing digital media program.
I advised on thesis and dissertation research within the Media Convergence Laboratory and participated
in the developing graduate programs in Visual Language, Interactive Entertainment and Modeling and
Simulation.
Visiting Professor, Ucf College Of Arts & Science, Digital Media Program — 2000-2002
As the first faculty member hired to the newly formed UCF Digital Media Program, I was the
instructional designer of core project-based media design and production curriculum. I was the inaugural
instructor for Interactive Entertainment, Game Design, Transmedia StoryTelling, Media Convergence for
the Internet, Production I & II. I designed and developed a $1 million/year research funding initiative in
Mixed Reality sponsored by federal agencies and international corporate sponsors. Former students now
hold important creative roles in major global entertainment and technology firms.
Industry Affiliate, Ucf College Of Arts & Science, Create Program 1991-1999
Mentored transdisciplinary student-based digital media projects within the CREATE program and the
Toy Scout Club before the formation of the Digital Media Program. Students teams made up of multiple
schools in the Univeristy would develop real world products for Orlando-based global companies such as
Universal and Nickelodeon Studios. Projects were show-cased at multiple International ACM Siggraph
Emerging Technology Exhibition.
University of Rochester (UR), Rochester, New York, USA
Visiting Instructor Of Technical Theater — 1979
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23. Supervised the instruction and production of technical theater for the University of Rochester summer
theater program that featured New York City based theater designers, actors and regional interns.
Responsible for the supervision and direction of fabrication, scenic effects, show operations and strike of
all productions.
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